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This is my repo (readme is outdated but I will update it soon)
You could also try using Godot engine as your backend, they have pretty mature Rust bindings.
This was an intentional choice with a lot of discussion behind it. Wgpu is already a "generic gpu abstraction" and makes exactly the tradeoffs we want for a user-facing gpu api. Creating our own would literally be mirroring wgpu for zero added benefit (we did this in the old renderer and it brought nothing but pain and increased complexity). Instead, we've chosen to let wgpu be the "generic bevy gpu api". Feedback on this design has been very positive so far (from Bevy developers building renderer features). Additionally, the wgpu team has proven to be a responsive partner. Read the link above (and the discussions that followed), for examples of how they adjusted project structure and licensing as a direct response to our feedback. The result is a much simpler API that I'm comfortable relying on (and maintaining ... if it ever comes to that).